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4 level grayscale with 97 sprites drawn every frame

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DJ Omnimaga:
Ok, so I know updating a tilemap every frame when you want grayscale is not really a good idea, since there are much faster ways to have grayscale, but I just thought I would share this with you as it shows how fast Axe parser can be.

Nearly flickerless 4 level grayscale with 97 sprites being drawn EVERY frame!

In the following program, you control a square that blinks back and forth from light gray to dark gray and cannot go outside the screen. To increase the delay (which is absent by default) press + and to decrease it press -. Should be useful to calibrate the grayscale with your calc.

The screenshot shows it in action in 6 MHz and 15 MHz mode

Galandros:
Amazing. Speed with ease to code. I think when Axe Parser comes to the final features, lots of games will be coded in Axe Parser instead of "hand coded" assembly.

Imagine what a good tile mapper can do. We can do action games with Axe Parser with no doubts. Manipulating around 10 enemies, animated sprites, it is great.

DJ Omnimaga:
Somehow I also feel TI-BASIC popularity will drop quite a bit with Axe, since a lot of BASIC coders now use Axe a lot. However I think there'll still be a few BASIC and ASM coders in the future, like with 68K calcs.

And yeah seeing how fast this renders in 6 MHz mode, I am even more confident about Axe potential.

Quigibo:
Nah, I don't think popularity of BASIC or asm will go down.  You still need asm to make really large games and things that require even more speed.  And BASIC still has advantages like floating point numbers and it is still easier than Axe since it doesn't need pointers.  You can't make a math program on Axe nor can you make a 3D raycaster (yet).

mapar007:
Maybe a compiler that converts axe->asm text instructions, to allow for hand-optimizing :P

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